Ok. Thanks a bunch for clearing all of the up guys. You are always so helpful.
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Show posts MenuQuote from: eri0o on Sat 30/11/2024 20:48:13AGS doesn't have a difference between those, if you make the game 60fps by using SetGameSpeed(60), it will also be using 60 ticks.
Quote from: Khris on Tue 16/01/2024 22:28:52@Custerly Well, properly unlocking the view means after the animation is done, so if you do it right after running a non-blocking animate command then it will indeed produce what you described (i.e. nix the animation).
Animating characters non-blocking during a dialog should work fine in principle; locking the view means that AGS will no longer switch to the appropriate view itself based on what's happening with the character (walking, talking, etc), so as long as it's the same view for all character frames, it's probably safe to call UnlockView() only after the dialog ends.
c.Animate(1, 1, eOnce, eNoBlock);
c.LockView (3);
c.Animate(3, 1, eOnce, eNoBlock);
c.Animate(0, 1, eOnce, eNoBlock);
Quote from: Khris on Tue 16/01/2024 17:53:09Resetting a button to displaying text should work by setting its .NormalGraphic to 0, but I haven't tested this.
That is weird, people use non-blocking animations all the time without issue. You do have a frame delay of 1 in your code, but that should still not run the entire animation in a single frame.
One reason would be your game graphics, which I don't think require 4k at all. You have a fairly lowres background, a portrait with visible pixels and even for the font, Full HD should easily suffice.
There is no reason to go for the max resolution unless you actually require that level of detail, especially on a "legacy" engine like AGS.
c.Animate(1, 1);
c.LockView (3);
c.Animate(3, 1);
c.Animate(0, 1);
c.Animate(1, 1, eOnce, eNoBlock);
c.LockView (3);
c.Animate(3, 1, eOnce, eNoBlock);
c.Animate(0, 1, eOnce, eNoBlock);
for (int i = 0; i < gDialogue.ControlCount; i++)
{
Label *theLabel = gDialogue.Controls[i].AsLabel;
...
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